GM Arkwright |
Yello,
After a year or two playing in games here on the Paizo forums, I'm considering making the leap and becoming an IRL GM. I've GMed one or two games on the forums, but nothing IRL. My probable players will be near to total newbs.
So, wondering if anyone had any advice on what I should run for them. A Scenario? Current thought is Rise of the Runelords as I've run through most of the first book of that in an online game I GM; would that be good for new players?
Thoughts?
Propsken |
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Personally, I'd start with a custom seperate "show and tell" single-session mini-adventure with pre-generated characters. Make it very light on everything - simple story, easy combat, crude traps, low skill check DC's, straight-forward RP etc... Just make sure you include a little bit of everything, and show the players step-by-step so you can explain the entire game's setup and mechanics. The usual "oh no the orcs kidnapped the mayor's daughter" always worked for me.
Guardianlord |
Like Propsken said, a custom light game would probably work best. DC10 diplomacy checks to get supplies, and the job. Simple KNOWS to get around town, a day or two of camping (and survival to not get lost), DC10 trip traps, knotted rope wall climb, a lock, a dark cave, CR 1/2 monsters, with a CR 1-2 dragon/something with DR5/? or SR10 at the end.
Showcase the rules, a tutorial level as it were to familiarize with the rules.
I have done a few introduction levels.
My second was a museum that was overrun with rats (dire and swarm) and needed the back room cleared out before dignitaries arrived. Same deal, tactical corridors and arrow slits, some climbs, some locked doors, and an animated chest and wizard ratfolk boss battle for starting loot.
Both times I used this to bump up the players reputation to start them on their real adventure (this also helped them bond as players and decide if they liked their classes and races)
Tormsskull |
I agree with Propsken's advice. An AP shouldn't be the first experience in a TTRPG - something light and easy is preferable. Try to have the adventure not last more than two hours, this way everyone gets a feel for the game without being overwhelmed.
Incredibly easy monsters would be preferable, max damage for their weapons should be around 6. That way the danger to the PCs is minimal. Start each of them off with a healing potion or two (depending on how much combat you're planning.)
Once you've run them through this mini-session, and get a feel for their interest in the game, you can plan longer and more in-depth sessions.
Magda Luckbender |
Like peole said above, it should be simple, light, and have a bit of everything. I sometimes use We Be Goblins (free) as an introduction for new players. Building your own custom mini-story is even better, of course. Run a few sessions of something else before attempting an AP. Save the AP for the players who will stick it out.
Broken Zenith |
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Jacob's Tower was designed to introduce new players and GM's to the game. Should take 2-3 hours to beat, a straight forward dungeon crawl with puzzles, skill challenges, and combat.